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Ranger Sheet Editable

This document contains character sheet information for a level 10 ranger, including: 1) Basic information like name, alignment, ability scores, skills, and equipment. 2) Class features like Favored Enemy, Favored Terrain, Primeval Awareness, Extra Attack, and Hide in Plain Sight. 3) Spellcasting abilities such as spell slots and spell save DC.

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selectiveskull2
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0% found this document useful (0 votes)
310 views1 page

Ranger Sheet Editable

This document contains character sheet information for a level 10 ranger, including: 1) Basic information like name, alignment, ability scores, skills, and equipment. 2) Class features like Favored Enemy, Favored Terrain, Primeval Awareness, Extra Attack, and Hide in Plain Sight. 3) Spellcasting abilities such as spell slots and spell save DC.

Uploaded by

selectiveskull2
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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RACE BACKGROUND Ranger

CHARACTER NAME ALIGNMENT EXPERIENCE POINTS


RANGER ARCHETYPE
LEVEL

PROFICIENCY PASSIVE
PERCEPTION AC INITIATIVE SPEED
RANGER ARCHETYPE FEATURE
3
PASSIVE
INSPIRATION
INSIGHT

Hit Point Temporary


Maximum Hit Points
LEVEL
STRENGTH SAVING THROWS
ATHLETICS
PRIMEVAL AWARENESS
You can use your action and expend one ranger spell slot to focus your
3
awareness on the region around you. For 1 minute per level of the spell slot
you expend, you can sense whether the following types of creatures are
present within 1 mile of you (or within up to 6 miles if you are in your
favored terrain): aberrations, celestials, dragons, elementals, fey, fiends,
and undead. This doesn’t reveal the creatures’ location or number.
HIT DICE DEATH SAVES

DEXTERITY Used Total LEVEL

5
SAVING THROWS SUCCESSES EXTRA ATTACK
ACROBATICS
FAILURES You can attack twice, instead of once, whenever you take the Attack action on your
SLEIGHT OF HAND d10 turn.
STEALTH
LEVEL

NAME ATK BONUS DAMAGE/TYPE


RANGER ARCHETYPE FEATURE
7
CONSTITUTION SAVING THROWS

LEVEL
LAND'S STRIDE
Moving through nonmagical difficult terrain costs you no extra movement.
8
INTELLIGENCE SAVING THROWS You can pass through nonmagical plants without being slowed by them and
FAVOURED ENEMY FAVOURED TERRAIN without taking damage from them. You have advantage on saving throws
ARCANA against plants that are magically created or manipulated to impede
Level Enemy Level Terrain
HISTORY movement, such those created by the entangle spell.
1st 1st
INVESTIGATION
6th 6th
NATURE LEVEL

10
14th 10th
RELIGION HIDE IN PLAIN SIGHT
You can spend 1 minute creating camouflage for yourself. You must have
WISDOM access to naturally occurring materials with which to create your
SAVING THROWS camouflage. Once camouflaged, you can try to hide by pressing yourself up
SPELL SPELL SPELL SLOTS against a solid surface that is at least as tall and wide as you are. You gain a
ANIMAL HANDLING ATTACK BONUS SAVE DC
1st 2nd 3rd 4th 5th +10 bonus to Dexterity (Stealth) checks as long as you remain there without
INSIGHT moving or taking actions. Once you move or take an action or a reaction,
MEDICINE you must camouflage yourself again to gain this benefit.
PERCEPTION
SURVIVAL LEVEL

CHARISMA
RANGER ARCHETYPE FEATURE
11
SAVING THROWS Level R SPELLS KNOWN
DECEPTION
INTIMIDATION
PERFORMANCE
PERSUASION
LEVEL
VANISH
You can use the Hide action as a bonus action on your turn.
14
RACIAL TRAITS LEVEL

1
You can’t be tracked by nonmagical means, unless you choose.
FAVOURED ENEMY
LEVEL
You have advantage on Wisdom (Survival) checks to track your favored enemies,
as well as on Intelligence checks to recall information about them. You also
learn one language of your choice that is spoken by your favored enemies, if
RANGER ARCHETYPE FEATURE
15
they speak one.

LEVEL
NATURAL EXPLORER
1
While traveling for an hour or more in your favored terrain, you gain the
following benefits:
LEVEL

PROFICIENCIES LANGUAGES
• Difficult terrain doesn’t slow your group’s travel.
• Your group can’t become lost except by magical means.
• Even when you are engaged in another activity while traveling, you remain
FERAL SENSES
When you attack a creature you can’t see, your inability to see it doesn’t
18
LIGHT SIMPLE alert to danger. impose disadvantage on your attack rolls against it. You are also aware of
ARMOUR WEAPONS • If traveling alone, you can move stealthily at a normal pace. the location of any invisible creature within 30 feet of you, provided that
• When you forage, you find twice as much food as normal. the creature isn’t hidden from you and you aren’t blinded or deafened.
• While tracking other creatures, you learn their exact number, their sizes, and
MEDIUM MARTIAL how long ago they passed through the area.
ARMOUR WEAPONS
TOOLS & OTHER PROFICIENCIES LEVEL

20
LEVEL
FOE SLAYER
HEAVY
ARMOUR
SHIELDS
FIGHTING STYLE
2 Once on each of your turns, you can add your Wisdom modifier to the attack
roll or the damage roll of an attack you make against one of your favored enemies.

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